Figure out (finally!) the mouse coordinates in the MapWindow
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1018febeab
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078520678d
4 changed files with 112 additions and 58 deletions
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@ -205,6 +205,16 @@ class Rect:
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'''Maximum y-value that is still within the bounds of this rectangle.'''
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return self.origin.y + self.size.height - 1
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@property
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def end_x(self) -> int:
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'''X-value beyond the end of the rectangle.'''
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return self.origin.x + self.size.width
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@property
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def end_y(self) -> int:
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'''Y-value beyond the end of the rectangle.'''
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return self.origin.y + self.size.height
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@property
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def width(self) -> int:
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'''The width of the rectangle. A convenience property for accessing `self.size.width`.'''
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@ -299,8 +309,7 @@ class Rect:
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raise TypeError(f'{self.__class__.__name__} cannot contain value of type {other.__class__.__name__}')
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def __contains_point(self, pt: Point) -> bool:
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return (pt.x >= self.min_x and pt.x <= self.max_x
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and pt.y >= self.min_y and pt.y <= self.max_y)
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return self.min_x <= pt.x <= self.max_x and self.min_y <= pt.y <= self.max_y
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def __contains_rect(self, other: 'Rect') -> bool:
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return (self.min_x <= other.min_x
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@ -44,7 +44,6 @@ class Interface:
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hero = self.engine.hero
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self.info_window.update_hero(hero)
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self.map_window.update_drawable_map_bounds()
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sorted_entities = sorted(self.engine.entities, key=lambda e: e.render_order.value)
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self.map_window.entities = sorted_entities
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@ -1,5 +1,9 @@
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# Eryn Wells <eryn@erynwells.me>
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'''
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Declares the Window class.
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'''
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from typing import Generic, Optional, TypeVar
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from tcod import event as tev
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@ -49,26 +53,34 @@ class Window:
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def __init__(self, bounds: Rect, *, framed: bool = True, event_handler: Optional['EventHandler'] = None):
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self.bounds = bounds
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'''The window's bounds in console coordinates'''
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self.is_framed = framed
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'''A `bool` indicating whether the window has a frame'''
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self.event_handler = event_handler or self.__class__.EventHandler(self)
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'''The window's event handler'''
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@property
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def drawable_bounds(self) -> Rect:
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'''
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The bounds of the window that is drawable, inset by its frame if
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`is_framed` is `True`.
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A rectangle in console coordinates defining the area of the window that
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is drawable, inset by the window's frame if it has one.
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'''
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if self.is_framed:
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return self.bounds.inset_rect(1, 1, 1, 1)
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return self.bounds
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def convert_console_point(self, point: Point) -> Optional[Point]:
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def convert_console_point_to_window(self, point: Point, *, use_drawable_bounds: bool = False) -> Optional[Point]:
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'''
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Converts a point in console coordinates to window-relative coordinates.
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If the point is out of bounds of the window, return None.
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Converts a point in console coordinates to window coordinates. If the
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point is out of bounds of the window, return None.
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'''
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converted_point = point - Vector.from_point(self.bounds.origin)
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return converted_point if converted_point in self.bounds else None
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bounds = self.drawable_bounds if use_drawable_bounds else self.bounds
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if point in bounds:
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return point - Vector.from_point(bounds.origin)
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return None
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def draw(self, console: Console):
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'''Draw the window to the conole'''
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@ -1,6 +1,10 @@
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# Eryn Wells <eryn@erynwells.me>
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from typing import List, Optional
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'''
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Declares the MapWindow class.
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'''
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from typing import List
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import numpy as np
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import tcod.event as tev
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@ -8,7 +12,7 @@ from tcod.console import Console
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from . import Window
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from ... import log
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from ...geometry import Point, Rect, Size, Vector
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from ...geometry import Point, Rect, Vector
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from ...map import Map
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from ...object import Entity, Hero
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@ -20,18 +24,18 @@ class MapWindow(Window):
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'''An event handler for the MapWindow.'''
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def ev_mousemotion(self, event: tev.MouseMotion) -> bool:
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mouse_point = self.window.convert_console_point(self.mouse_point_for_event(event))
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if not mouse_point:
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return False
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mouse_point = self.mouse_point_for_event(event)
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log.UI.info('Mouse point in window %s', mouse_point)
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converted_point = self.window.convert_console_point_to_window(mouse_point, use_drawable_bounds=True)
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if not converted_point:
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return False
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hero = self.window.hero
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if not hero:
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return False
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map_point = self.window.convert_window_point_to_map(mouse_point)
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log.UI.info('Mouse point in map %s', map_point)
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map_point = self.window.convert_console_point_to_map(mouse_point)
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log.UI.info('Mouse moved; finding path from hero to %s', map_point)
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map_ = self.window.map
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path = map_.find_walkable_path_from_point_to_point(hero.position, map_point)
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@ -39,30 +43,51 @@ class MapWindow(Window):
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return False
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# pylint: disable=redefined-builtin
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def ev_mousebuttondown(self, event: tev.MouseButtonDown) -> bool:
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mouse_point = self.mouse_point_for_event(event)
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converted_point = self.window.convert_console_point_to_window(mouse_point, use_drawable_bounds=True)
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if not converted_point:
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return False
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map_point = self.window.convert_console_point_to_map(mouse_point)
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log.UI.info('Mouse button down at %s', map_point)
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return False
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def __init__(self, bounds: Rect, map: Map, hero: Hero, **kwargs):
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super().__init__(bounds, event_handler=self.__class__.EventHandler(self), **kwargs)
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self.map = map
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'''The game map'''
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self.visible_map_bounds = map.bounds
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'''A rectangle in map coordinates defining the visible area of the map in the window'''
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self.drawable_map_bounds = map.bounds
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self.hero = hero
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'''The hero entity'''
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self.entities: List[Entity] = []
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'''A list of all game entities to render on the map'''
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self._draw_bounds = self.drawable_bounds
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def convert_window_point_to_map(self, point: Point) -> Point:
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'''
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Convert a point in window coordinates to a point relative to the map's
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A rectangle in console coordinates where the map will actually be drawn.
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This area should always be entirely contained within the window's
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drawable bounds.
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'''
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def convert_console_point_to_map(self, point: Point) -> Point:
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'''
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Convert a point in console coordinates to a point relative to the map's
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origin point.
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'''
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return point - Vector.from_point(self._draw_bounds.origin)
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return point - Vector.from_point(self._draw_bounds.origin) + Vector.from_point(self.visible_map_bounds.origin)
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def update_drawable_map_bounds(self):
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def _update_visible_map_bounds(self) -> Rect:
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'''
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Figure out what portion of the map is drawable and update
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`self.drawable_map_bounds`. This method attempts to keep the hero
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centered in the map viewport, while not overscrolling the map in either
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direction.
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Figure out what portion of the map is visible. This method attempts to
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keep the hero centered in the map viewport, while not overscrolling the
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map in either direction.
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'''
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bounds = self.drawable_bounds
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map_bounds = self.map.bounds
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@ -72,65 +97,71 @@ class MapWindow(Window):
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if viewport_is_wider_than_map and viewport_is_taller_than_map:
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# The whole map fits within the window's drawable bounds
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self.drawable_map_bounds = map_bounds
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return
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return map_bounds
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# Attempt to keep the player centered in the viewport.
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hero_point = self.hero.position
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if viewport_is_wider_than_map:
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x = 0
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width = map_bounds.width
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else:
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x = min(max(0, hero_point.x - bounds.mid_x), map_bounds.max_x - bounds.width)
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half_width = bounds.width // 2
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x = min(max(0, hero_point.x - half_width), map_bounds.end_x - bounds.width)
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width = bounds.width
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if viewport_is_taller_than_map:
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y = 0
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height = map_bounds.height
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else:
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y = min(max(0, hero_point.y - bounds.mid_y), map_bounds.max_y - bounds.height)
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half_height = bounds.height // 2
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y = min(max(0, hero_point.y - half_height), map_bounds.end_y - bounds.height)
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height = bounds.height
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origin = Point(x, y)
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size = Size(min(bounds.width, map_bounds.width), min(bounds.height, map_bounds.height))
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self.drawable_map_bounds = Rect(origin, size)
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return Rect.from_raw_values(x, y, width, height)
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def _update_draw_bounds(self):
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'''
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The area where the map should actually be drawn, accounting for the size
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of the viewport (`drawable_bounds`)and the size of the map (`self.map.bounds`).
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of the viewport (`drawable_bounds`) and the size of the map (`self.map.bounds`).
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'''
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drawable_map_bounds = self.drawable_map_bounds
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visible_map_bounds = self.visible_map_bounds
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drawable_bounds = self.drawable_bounds
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viewport_is_wider_than_map = drawable_bounds.width >= drawable_map_bounds.width
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viewport_is_taller_than_map = drawable_bounds.height >= drawable_map_bounds.height
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viewport_is_wider_than_map = drawable_bounds.width >= visible_map_bounds.width
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viewport_is_taller_than_map = drawable_bounds.height >= visible_map_bounds.height
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if viewport_is_wider_than_map:
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# Center the map horizontally in the viewport
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origin_x = drawable_bounds.min_x + (drawable_bounds.width - drawable_map_bounds.width) // 2
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width = drawable_map_bounds.width
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x = drawable_bounds.min_x + (drawable_bounds.width - visible_map_bounds.width) // 2
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width = visible_map_bounds.width
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else:
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origin_x = drawable_bounds.min_x
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x = drawable_bounds.min_x
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width = drawable_bounds.width
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if viewport_is_taller_than_map:
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# Center the map vertically in the viewport
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origin_y = drawable_bounds.min_y + (drawable_bounds.height - drawable_map_bounds.height) // 2
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height = drawable_map_bounds.height
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y = drawable_bounds.min_y + (drawable_bounds.height - visible_map_bounds.height) // 2
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height = visible_map_bounds.height
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else:
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origin_y = drawable_bounds.min_y
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y = drawable_bounds.min_y
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height = drawable_bounds.height
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self._draw_bounds = Rect(Point(origin_x, origin_y), Size(width, height))
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draw_bounds = Rect.from_raw_values(x, y, width, height)
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assert draw_bounds in self.drawable_bounds
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return draw_bounds
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def draw(self, console: Console):
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super().draw(console)
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self._update_draw_bounds()
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self.visible_map_bounds = self._update_visible_map_bounds()
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self._draw_bounds = self._update_draw_bounds()
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self._draw_map(console)
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self._draw_entities(console)
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def _draw_map(self, console: Console):
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drawable_map_bounds = self.drawable_map_bounds
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drawable_bounds = self.drawable_bounds
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drawable_map_bounds = self.visible_map_bounds
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map_slice = np.s_[
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drawable_map_bounds.min_x: drawable_map_bounds.max_x + 1,
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@ -143,26 +174,29 @@ class MapWindow(Window):
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console.tiles_rgb[console_slice] = self.map.composited_tiles[map_slice]
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def _draw_entities(self, console):
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map_bounds_vector = Vector.from_point(self.drawable_map_bounds.origin)
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def _draw_entities(self, console: Console):
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visible_map_bounds = self.visible_map_bounds
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map_bounds_vector = Vector.from_point(self.visible_map_bounds.origin)
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draw_bounds_vector = Vector.from_point(self._draw_bounds.origin)
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for ent in self.entities:
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entity_position = ent.position
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# Only draw entities that are within the visible map bounds
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if entity_position not in visible_map_bounds:
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continue
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# Only draw entities that are in the field of view
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if not self.map.point_is_visible(ent.position):
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if not self.map.point_is_visible(entity_position):
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continue
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# Entity positions are relative to the (0, 0) point of the Map. In
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# order to render them in the correct position in the console, we
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# need to transform them into viewport-relative coordinates.
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entity_position = ent.position
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map_tile_at_entity_position = self.map.composited_tiles[entity_position.numpy_index]
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position = ent.position - map_bounds_vector + draw_bounds_vector
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if isinstance(ent, Hero):
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log.UI.debug('Hero position: map=%s, window=%s', entity_position, position)
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console.print(
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x=position.x,
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y=position.y,
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